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@@ -213,7 +213,7 @@ namespace bgfx
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},
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},
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};
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};
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- static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, uint32_t _count, const VertexDecl& _decl)
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+ static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
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{
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{
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D3D11_INPUT_ELEMENT_DESC* elem = _out;
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D3D11_INPUT_ELEMENT_DESC* elem = _out;
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@@ -532,6 +532,7 @@ namespace bgfx
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void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
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void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
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{
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{
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+ BX_UNUSED(_msaa);
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if (_rt.idx == invalidHandle)
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if (_rt.idx == invalidHandle)
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{
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{
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m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
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m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
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@@ -591,7 +592,7 @@ namespace bgfx
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decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
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decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
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}
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}
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- D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, Attrib::Count, decl);
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+ D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
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uint32_t num = uint32_t(elem-vertexElements);
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uint32_t num = uint32_t(elem-vertexElements);
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const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
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const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
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@@ -1230,6 +1231,7 @@ namespace bgfx
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void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
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void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
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{
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{
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+ BX_UNUSED(_height);
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uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
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uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
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uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
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uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
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